As of v4.0, replaced weapons will use the 40mm grenades from the Fusillade Grenade Launcher mod as ammunition. Replaced weapons will no longer use vanilla ammunition. Vanilla mini nukes and missiles will no longer be replaced
Q: Are the weapon names still vanilla? A: No, they are not vanilla. All replaced weapons will use the weapon mod instance naming instead of the vanilla weapon names
Q: What is the difference between "Keeps LL Injection" and "No LL Injection"? A: When you keep the leveled list injection scripts, you will see two instances of the weapon you select in-game. One instance is the weapon injected into your game by script. The second instance is the selected weapon as a replacement for vanilla weapons.
When you choose to remove the leveled list injection scripts, you will only see one instance of the selected weapon. This instance is as a replacement for vanilla weapons
Q: Why is my mod manager not installing the mod correctly? A: If you are having trouble with your mod manager, you can install the plugins manually. Open the file structure, find the plugin(s) you want, and drag/drop or copy/paste into you Fallout 4 Data folder. Let Windows overwrite the original esp with the plugins from this mod.
Q: Does this mod change the stats of the guns? A: Most stats are changed to more closely mimic the original weapon mod. Some stats like magazine capacity, attack delay, etc are changed to mimic the original weapon mod. Other stats like base damage may be left alone to avoid issues with balancing
Q: Can I still modify the replaced guns like normal? A: My replacers have the same modification parent slots as the weapon mod. So yes, you can change the damage modifier or paint job etc. of your replaced weapon
Q: What is the armor in your screenshots? A: Please read the credits section of the description where I describe where I get them. I don't post any direct links.
For some reason the Fussilade for the Gauss Rifle replacer is completely missing its mods so it look like it's missing chunks of itself in everyone's hands. It's still modifiable on the weapon workbench and works if you attach stuff to it.
Opening it up in fo4edit, I see a lot of "Error Cannot be resolved" in the Object Template/Combination sections
edit: Replacing those errors with the Fusillade mods fixed the issue!
I fixed the ESP for the Gauss Rifle replace. https://www.mediafire.com/file/vpiqbw86bwwrl3m/Modern_Weapon_Replacer_-_Fusillade_Grenade_Launcher_-_Gauss_Rifles.esp/file
I will try using this one to replace Fat Man in a new gameplay. I was wondering if you have plans to do a replacer for the Fat Man and the Missile Launcher like this one, using the Cazador Missile Launcher from Utherien. Regardless, awesome job and thanks for the update.
i dont know if anyone noticed but this replacer makes duplicate ammunition and fusilade. i mean there are 2 versions of the fusilade and 2 versions of the ammunition
You should make a giant mod pack of weapon changes its easier to download in bulk instead of one by one and you can just update it to add new guns. just a suggestion tho, love the mod <3
19 comments
Q: Are the weapon names still vanilla?
A: No, they are not vanilla. All replaced weapons will use the weapon mod instance naming instead of the vanilla weapon names
Q: What is the difference between "Keeps LL Injection" and "No LL Injection"?
A: When you keep the leveled list injection scripts, you will see two instances of the weapon you select in-game. One instance is the weapon injected into your game by script. The second instance is the selected weapon as a replacement for vanilla weapons.
When you choose to remove the leveled list injection scripts, you will only see one instance of the selected weapon. This instance is as a replacement for vanilla weapons
Q: Why is my mod manager not installing the mod correctly?
A: If you are having trouble with your mod manager, you can install the plugins manually. Open the file structure, find the plugin(s) you want, and drag/drop or copy/paste into you Fallout 4 Data folder. Let Windows overwrite the original esp with the plugins from this mod.
Q: Does this mod change the stats of the guns?
A: Most stats are changed to more closely mimic the original weapon mod. Some stats like magazine capacity, attack delay, etc are changed to mimic the original weapon mod. Other stats like base damage may be left alone to avoid issues with balancing
Q: Can I still modify the replaced guns like normal?
A: My replacers have the same modification parent slots as the weapon mod. So yes, you can change the damage modifier or paint job etc. of your replaced weapon
Q: What is the armor in your screenshots?
A: Please read the credits section of the description where I describe where I get them. I don't post any direct links.
Opening it up in fo4edit, I see a lot of "Error Cannot be resolved" in the Object Template/Combination sections
edit: Replacing those errors with the Fusillade mods fixed the issue!
https://www.mediafire.com/file/vpiqbw86bwwrl3m/Modern_Weapon_Replacer_-_Fusillade_Grenade_Launcher_-_Gauss_Rifles.esp/file